Refactor core systems and improve resource management
- Updated dependencies, including `Misaki.HighPerformance` and `TerraFX.Interop`. - Refactored `Result` struct for better error handling and chaining. - Removed `Ptr<T>` struct as it was no longer necessary. - Enhanced `Win32Utility` with `Attach` and `Dispose` methods. - Improved `ProjectService` and `AppStateMachine` with `Result` integration. - Refactored `IShaderCompiler` to support SPIR-V cross-compilation and pass-level compilation. - Standardized Direct3D12 resource management with `UniquePtr` and added `D3D12Object` base class. - Improved shader reflection validation and pipeline creation in `D3D12PipelineLibrary`. - Updated `SDLCompiler` for better error handling during shader generation. - Enhanced logging, debugging, and code readability across the codebase. - Performed general code cleanup, including unused namespace removal and naming consistency.
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@@ -26,22 +26,22 @@ public interface ICommandQueue : IDisposable
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public void Submit(params ReadOnlySpan<ICommandBuffer> commandBuffers);
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/// <summary>
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/// Signals a fence with the specified value
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/// Signals a fence with the specified Value
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/// </summary>
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/// <param name="value">Value to signal</param>
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/// <returns>The fence value that was signaled</returns>
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/// <returns>The fence Value that was signaled</returns>
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public ulong Signal(ulong value);
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/// <summary>
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/// Waits for the fence to reach the specified value
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/// Waits for the fence to reach the specified Value
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/// </summary>
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/// <param name="value">Value to wait for</param>
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public void WaitForValue(ulong value);
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/// <summary>
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/// Gets the last completed fence value
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/// Gets the last completed fence Value
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/// </summary>
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/// <returns>Last completed fence value</returns>
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/// <returns>Last completed fence Value</returns>
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public ulong GetCompletedValue();
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/// <summary>
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